BFG
Technologies today announced their exit from the graphics card
category. The company will continue to sell their line of BFG Tech
power supplies as well as their Deimos gaming notebooks and Phobos
gaming systems.

"After
eight years of providing innovative, high-quality graphics cards to
the market, we regret to say that this category is no longer
profitable for us, although we will continue to evaluate it going
forward", said John Slevin, chairman of BFG Technologies. "We
will continue to provide our award-winning power supplies and gaming
systems, and are working on a few new products as well. I’d like to
stress that we will continue to provide RMA support for our current
graphics card warranty holders, as well as for all of our other
products such as power supplies, PCs and notebooks."

BFG will
continue to offer RMA, telephone and email support for qualified BFG
Tech graphics card warranty holders, but will no longer be bringing
new graphics card products to market.

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How it is programmed can make a difference, but not in the way you described.(in fact your example is totally wrong)

There is no reason you should not be scaling 1:1 while playing games, if you don't the image becomes stretched or squished, depending on the ratio of your monitor.

Taking this into account, a game that is only programmed for 16:9 will have the same view ragardless of monitor, be it 4:3, 16:10 or 16:9. Just the size of the black bars will vary, from filling the screen (16:9), to only filling half the screen (4:3).

The only time your FOV is going to be wider is when a game supports multiple ratios and you choose to use the ratio that best fits your screen. i.e A 16:9 monitor playing a 16:9 game has a wider FOV than a 16:10 monitor playing a 16:10 game. That being said, a 16:10 monitor owner can choose at any time to run at 16:9 with black bars on the top, in which your FOV is identical.

Very, very wrong. Games ARE programmed to handle varying aspect ratios in different ways. If your monitor doesn't match the native aspect ratio, there's a lot of different ways they can handle it. They can:

a) Stretch one dimension (horiz or vert) leaving the other untouched.b) Stretch both dimensions, then clip the one that overflows.c) Expand FOV in one dimension, leaving the other untouched.d) Putt black bars on one dimension.

The point is that its totally up to the programmers what the game will do in this situation. There is no standard way to handle it.

You're also wrong about game aspect ratios. A lot of games don't support picking the ratio, they have just one 'native' ratio, and if your monitor doesn't match, they pick one of the methods above and use it.